Creating a maxed char on Morrowind without messing too much with the world in the process, and without going to jail (which can give you infinite levels). The idea here is to get as many levels as possible, max out END first (to get maxed hp) and get all stats maxed as soon as possible. And make as small impact on the world as possible. Some things that are useful to know before starting: * 10 steps in major/minor skills gives you one level, so it's good to have those as low as possible to start with. * No skill is LUCK based, so it's good to have it high to start with, and to train it each level. * END affects your starting hp and hp-gain when leveling (you gain END/10 hp per level - the fraction part is included but not shown so eg END 55 will give 11 hp every 2 levels), so it is good to have high END to start with, and to max it first. STR affects starting hp too but I'll disregard that. * You get one extra multiplier point for every 2 increases in major/minor skills, and for minor skills it like this: 1-4 skill points = 2x multiplier 5-7 skill points = 3x multiplier 8-9 skill points = 4x multiplier 10+ skill points = 5x multiplier * A multiplier can never go above x5 * You will need to put one point on luck for every level, since it can never get any multiplier. * Among major/minor skills, you'd best have at least one skill representing each stat and preferably not more than two representing the same stat. * It's good to have major/minor skills that you can control, so don't pick Unarmored unless you are sure you can cover every part of your body with armor pieces you have picked as misc, nor Armorer/Athletics/Acrobatics unless you are prepared to skip repairing/running/jumping until it's time to work on those skills. This is also why I keep Mercantile as a misc skill, so I can earning money for needed items before working on my PER. * It is also convenient to have at least one offensive and one defensive skill as soon as possible, to be able to handle those nasty assassins that appear. * Race and star sign are more important than any of the above things, so pick the ones you want and go from there. With this in mind, I picked a Female Breton with the star sign Atronach. Favorite Attributes: END & LUCK Since Bretons get boosts in magic skills I also picked Magic as specialization, putting all bonuses on magic skills. This allowed me to keep all boosted skills in the misc section, picking major & minor skills that would be as low as possible... with the exception of Destruction, since all WIL-based skills are magic ones (Destruction gets a +5 boost from the specialization). Result: All major skills at 30 and all minor skills at 15 (except Dest at 20). Total raises to get all to 100: 770, which means level 78 in the end. MAJOR: MINOR Block agi 30 Spear end 15 Light Armor agi 30 Medium Armor end 15 Blunt Weapon str 30 Heavy Armor end 15 Hand-to-hand spd 30 Speechcraft per 15 Security int 30 Destruction wil 20 MISC: Armorer str 5 Restoration wil 20 Long Blade str 5 Alchemy int 15 Axe str 5 Unarmored spd 10 Athletics spd 5 Sneak agi 5 Enchant int 10 Acrobatics str 5 Alteration wil 15 Short Blade spd 5 Illusion per 15 Marksman agi 5 Conjuration int 20 Mercantile per 5 Mysticism wil 20 STR 30 INT 50 WIL 50 AGI 30 SPD 40 END 40 PER 40 LUCK 50 Small note of interest: I don't bother training INT using the Security skill (too messy). It is picked as a major skill just to make it possible to get inside the tower if you fail stealing the key needed. Next, some good-to-know issues with stores and bartering: * Personality, Mercantile & Like: All three affect store prices. I guess personality lowers the prices (both buy and sell). Like brings them closer together (at 95 the sell and buy prices are often the same). And your Mercantile skill decides how much you can change the offered price, plus brings the prices closer. * Moving one value-1 item a time to sale and selling without haggling lets you sell a batch for 1 per piece. Buying the stuff back as a bunch usually becomes cheaper. * Items that restock, restock at the max number the trader has had, so if a trader restocks 5 pieces and you buy them, say Goodbye and then sell them back, he will now have 10 items. Whenever bought, they will restock at 10. * If you sell an equippable item (weapon, armor, clothing, jewelry), and it is worth more than what the trader is currently wearing, he will put it on, making it impossible to buy the item back, unless you sell them something even more expensive. * If you raid a merchant's storage, the items stolen can never be sold back to him, nor can other items of the same kind, even if they come from another place. * When bartering, if you accept the initial offer, your Mercantile skill won't change. If you do haggle, your skill will increase only if your offer is accepted, and your skill will increase more, the farther from the initial offer your (accepted) offer is. With this knowledge, and the goal to fix a maxed character while messing as little as possible with the world (being able to start "from scratch" with a somewhat developed character), you can go like this: After grabbing the Release Identification paper at Ergalla's office, grab the Limeware Platter (value 650) from the shelf and quickly drop it on the floor. Guard will warn you but nothing more, and you can now grab the platter from the floor without complaints. Move on and get the lockpicks from the table in the next room. Go outside and grab the ring from the barrel. Hand the papers to Sellus Gravius and ask him about Morrowind & duties. Go out and save. Go back in and steal the key on the shelf behind Gravius. If you fail to steal it, reload and retry. If you feel it can't be done, use the lockpicks instead of the key. Back out again and use the key (or lockpicks) to unlock the door to he tower in front of you. Go up the spiral stairs and grab the two bottles of Skooma stored in one of the crates. Now travel to Balmora. Note: It's ok to run, since we won't be using the Athletics skill for the training. And it's advicable to jump, both to move even faster, but also since it will be used during training, for your very first levels. West and slightly north of where you enter Balmora, you will find a number of useful people in Mages Guild, plus the traders Ra'Virr and Meldor. These will be your main friends during your rise to power. Start by going to the entrance of the Mages Guild. Save, then go in and make sure Galbedir has a suitable Restore Health-item. If not, reload and retry until she does. Best item she can have seems to be a Veloth's Shield (weighs & costs least). Once satisfied with her stock, go down to Ajira in the innermost of the Mages Guild. Save and try Persuasion on her. Reload if you fail and save if you succeed. Once her Like is at 95 (without you wielding a weapon) you're fine, and your Speechcraft should now be 31% towards level 16. Sell her a Skooma potion. She'll offer about 355 for it but you can get 465. Buying it back, she'll ask for about 378, which you can lower to 290, and this should bring your Mercantile skill up to 6. Sell it back for 485 (she offers 375) and buy it back for 285 (she asks for 375). Mercantile is now 7. Now sell it back and let her pay what she offers (about 370). She now has a Skooma and you have close to all her money. Now go back to Galbedir. Save and bring her Like to 95 too, same way as before. Sell her the Limeware Platter. She'll offer about 470 but you can get 610 (I had 97 in Like, though). Buy it back for 365 (asked 470). Mercantile now at 8. Buy her shield now, and pay whatever she asks for it. Sell the platter for 610 (she asks for 467), buy it back for 467 (her asked price) and sell back again for whatever money she has left. Mercantile now reaches 9. Go to Ra'Virr and bring his Like to 95. Your Speechcraft should still be at 15, 94% towards 16. Sell him your second Skooma. He offers 353 you charge 445 and get 48% towards next level in Mercantile. Buy it back for 320 (he asks for 396) and you get it without having to reach next step in Mercantile (94% done). Sell it again, but this time you can charge 455 or as high as you can get, since you'll reach 10 in Mercantile anyway. Buy a chitin spear from him and pay what he asks for it. As you might have understood, I'm trying to not increase the Mercantile skill unnessecary. This is because the skill will be used for training stats later on. Now all three of your main traders should have 95 Like, you have all their money and they each have one expensive item from you. Anytime later, when you see them with new money, repeat the process to move their new money into your pocket. Note: Do NOT let your mercantile skill go above 60. If it reaches 60, don't bother draining them for money and if you need items, just pay what they offer and don't try to haggle. You will need 40 spare points for your training later. Put any clothing you have in a crate outside the guild, plus the paper and package you got from Gravius. Buy a full Bonemold (Medium Armor, skip the shield) set from Meldor (he wants 1333 but you can get it for 1050) and then as many Journeyman's Armorer's Hammers as you can possibly carry (19 - he wants 438 but you can pay 455, and Mercantile still won't reach 11). Time to go practice. Travel to Vivec and go to the Arena section (south then east). Enter Arena Waistworks, then Canalworks (west) and then Storage. Here you have some rats that keep returning as soon as you move out of the Storage. There is also a bed you can rest in when you need to gain levels. Lvl 1: STR=30 INT=50 WIL=50 AGI=30 SPD=40 END=40 PER=40 LUCK=50 Block agi 30 Spear end 15 Light Armor agi 30 Medium Armor end 15 Blunt Weapon str 30 Heavy Armor end 15 Hand-to-hand spd 30 Speechcraft per 15 Security int 30 Destruction wil 20 Practice Spear and Medium Armor on the rats. Use your repair hammers to keep your weapon fit. And keep jumping as much as possible - you'll need 10 increases in acrobatics each time you level (less if your Armorer skill goes up, since it also boosts strength). Note: It seems you don't get any practice if your spear is in poor condition and you swing it for low damage, ie not thrusting. This will change as your STR increases, adding to your damage. Use the healing stuff to stay fit, but be careful to remove the shield after use, to not risk training your Block or Light Armor skill (use the shield after fights - not during). When resting you risk being attacked by an assassin. If you kill him, he has some nice, light armor you might want to hold on to. Put it in a crate here for use later on. Also, whenever you kill a rat you need to Dispose the Corpse. If the rat gives any rat meat it'll end up in your inventory. Store these rat meats in sacks, crates and such here - they will be useful later on. Level 2-4, train END x5, STR x5, LUCK Lvl 4: STR=45 INT=50 WIL=50 AGI=30 SPD=40 END=55 PER=40 LUCK=53 Block agi 30 Spear end 30 Light Armor agi 30 Medium Armor end 30 Blunt Weapon str 30 Heavy Armor end 15 Hand-to-hand spd 30 Speechcraft per 15 Security int 30 Destruction wil 20 By now you are probably bored with jumping for strength. Put everything you have in a crate and head back to Balmora. Save outside Mages Guild and make sure Galbedir has another healing item for you. You should be able to find a Life Belt or Life Ring, or preferably both. Drain your three favourite traders for money: Ajira: Buy Master's Mortar and Pestle for 1300 and sell back for 2100. Galbedir: Buy Common Soul Gem (Ogrim Titan) for 1500 and sell back for 2400. Ra'Virr: Buy one expensive weapon and sell back. They will increase in stock, but that's all. If you don't want this effect, just stick to the Skooma bottles (offer 365 = buy for 285 and sell for 475). Buy a long sword from Ra'Virr and load up with hammers from Meldor. If Ra'Virr doesn't have a long sword, save outside the Fighters Guild and check the trader there until he has one. Head back to Vivec and keep working your skills, but use the long sword first, until you've gotten 10 strength-skill raises in total (from Armorer, Acrobatics and Long Sword), then switch to the spear if you have time to raise it before level. When your Spear skill reaches 50, only use your long sword and gain the levels with Medium Armor. If you need, jump around to fill up your strength multiplier with acrobatics. Note of interest: Some of the blighted rats that appear don't have energy enough to move. With your spear you can hit them from a safe distance. Lvl 5-13, train END x5, STR x5, LUCK Lvl 13: STR=90 INT=50 WIL=50 AGI=30 SPD=40 END=100 PER=40 LUCK=62 Block agi 30 Spear end 50 Light Armor agi 30 Medium Armor end 100 Blunt Weapon str 30 Heavy Armor end 15 Hand-to-hand spd 30 Speechcraft per 15 Security int 30 Destruction wil 20 Now you should have 122 hp, and from now on you will get +10 hp per level. Back to Balmora, but first put everything you have in a crate, to be able to bring as much as you can back here. Buy a Light Armor outfit (unless you got one from the assassin already) and another healing item from Galbedir. Drain the traders, buy a short blade from Ra'Virr and then fill up with hammers. Back to Vivec rats, suit up in light armor, plus a Light Armor shield and practice your Long Blade together with Light Armor & Block. Level 14, train AGI x5, STR x5, LUCK Lvl 14: STR=95 INT=50 WIL=50 AGI=35 SPD=40 END=100 PER=40 LUCK=63 Block agi 35 Spear end 50 Light Armor agi 35 Medium Armor end 100 Blunt Weapon str 30 Heavy Armor end 15 Hand-to-hand spd 30 Speechcraft per 15 Security int 30 Destruction wil 20 Now, there seems to be a bug here, that prevents you from getting a multiplier for STR if that would bring your stat to 100. I'm not sure, but repeating the process for level 14 gave me a no-multiplier on strength when leveling to 15. So get only 8 strength-based increases this time, and accept a x4 multiplier for strength (feel free to try for x5 and see for yourself). Level 15, train AGI x5, STR x4, LUCK Lvl 15: STR=99 INT=50 WIL=50 AGI=40 SPD=40 END=100 PER=40 LUCK=64 Block agi 40 Spear end 50 Light Armor agi 40 Medium Armor end 100 Blunt Weapon str 30 Heavy Armor end 15 Hand-to-hand spd 30 Speechcraft per 15 Security int 30 Destruction wil 20 Switch to Short Blade and keep working on your Light Armor and Block. You will hopefully reach 10 steps in Short Blade before level time. When you do, either switch to your long sword to get really good in Long Blade, or stand still and work on just Light Armor and Block. Your block skill rises very slowly when fighting but very fast when just standing still and taking the blows. Useful to know if you want to put more focus on one of those skills. So my suggestion is that once you get 10 steps in Short Blade, you stand still if your Block skill is lower than Light Armor skill, and you work on your Long Blade skill if Block is higher. If your Short Blade skill goes up too slow, switch to your bonemold (medium) armor once your Light Armor & Block has raised 10 steps. Note: If you want to stand still to work on your armor skill, try to get a couple of standard rats to work on - they only do one damage per hit and don't give diseases. Save outside the rat room, go in and check, reload until the rats inside are the standard, easy ones. Level 16-24, train AGI x5, SPD x5, LUCK Lvl 24: STR=99 INT=50 WIL=50 AGI=85 SPD=85 END=100 PER=40 LUCK=73 Block agi 85 Spear end 50 Light Armor agi 85 Medium Armor end 100 Blunt Weapon str 30 Heavy Armor end 15 Hand-to-hand spd 30 Speechcraft per 15 Security int 30 Destruction wil 20 If Block maxes before Light Armor, just remove your shield, to not have it slow down your Light Armor development (not sure if it does). If Light Armor maxes first, I guess you should go for whatever gives you the worst armor (NO heavy armor, so most likely naked), to speed up your Block development (not sure if it helps). Since you only have 5 steps left in Short Sword, it's time to move on to something new: Alchemy! Finally you get to use of all those rat meats you've collected. First practice Light Armor & Block ten steps, and then eat rat meat until your Alchemy skill has increased ten steps. Rat meat will lower your mana slightly for a few seconds, but it will be restored after the effect is gone. You ought to have thousands of them collected now (at this point I had 2650). If you forgot to save up on them, go to Balmora and talk to Ajira. Her Heather costs 1 and weighs 0.1. Buy some and sell back to her, to increase her stock to eg 100. Then just buy around 30 batches of her. Just don't forget to move back the money spent into your own pocket before leaving. Use F1 to bind one of your keys to eating the meat, then just press that key until your Alchemy is up 10 steps. Note that Enchant also boosts int, so if your enchant skill goes up you'll need fewer raises in Alchemy. I needed around 100 meat for each step in Alchemy. Level 25-26, train AGI x5, INT x5, LUCK Lvl 26: STR=99 INT=60 WIL=50 AGI=95 SPD=85 END=100 PER=40 LUCK=75 Block agi 100 Spear end 50 Light Armor agi 100 Medium Armor end 100 Blunt Weapon str 30 Heavy Armor end 15 Hand-to-hand spd 30 Speechcraft per 15 Security int 30 Destruction wil 20 Same problem reaching 100 in Agility, so go for 100 in Light Armor and then stop at 98 in Block. Remove the shield and keep the rest of ytour armor on. Beat up a couple of rats with your hand to get 2 steps in Hand-to-hand. If you don't have enough herbs for that last round, just go back to Balmora and buy more from Ajira once everything else has been taken care of. We're leaving this place now anyway. Bring anything you want to keep with you. Level 27, train AGI x4, INT x5, LUCK Lvl 27: STR=99 INT=65 WIL=50 AGI=99 SPD=85 END=100 PER=40 LUCK=76 Block agi 98 Spear end 50 Light Armor agi 100 Medium Armor end 100 Blunt Weapon str 30 Heavy Armor end 15 Hand-to-hand spd 32 Speechcraft per 15 Security int 30 Destruction wil 20 Right! We're done with this place now. Take anything you'd like to bring with you and let's head back to Balmora. Drain the traders, then start working on your Speechcraft. Pick someone and use Persuasion/Admire on him/her. It goes faster and easier if you move your window so the text "Persuation" is placed at the same place the "Admire" pops up. You have a better chance of succeeding if the persons Like is around 60-80, so either try a few times and save if you have over 50 (otherwise reload), or just hack away at the Persuation/Admire boxes and accept that the Like will stay at 0 and you'll get a success only every 10:th try. Personally I feel Ajira is a good training partner for this, and I try to stay above 50 Like. The less often I have to reload (due to Like going down to zero), the more tries I do between saves. And around lvl 29-30 you can pretty much just keep clicking without any risk. Once you have gained 10 steps in Speechcraft, talk to Sharn gra-Muzgob in the Mages guild and buy his Balyna's Soothing Balm spell, then talk to Estirdalin, to make a spell. Use that Balm-spell to create a cheap healing spell with duration 1, target self and magnitude 3-4. It should cost only one mana to cast and have a fair chance of success. Preferably name it something like "train Restoration". Now use it and keep casting it to get your Restoration skill up 10 steps. Once out of mana you'll need to regen it, which is easy for anyone except those with the star sig Atronach. If you didn't pick this sign, just rest somewhere to regain your mana. If you have the sign (like me), you can restore it at some temple shrines. Straight north from the Mage Guild, up some stairs, you will find a circular building - a Dunmer Temple. Inside and upstairs is a Shrine of the Tribunal. Pay 35 gold to get an Almsivi Restoration and you have full mana again. When you are done (10 steps Restoration), go back to the Mages guild and rest in their beds to level up. Or use a bed in the temple. Level 28-35, train PER x5, WIL x5, LUCK Lvl 35: STR=99 INT=65 WIL=90 AGI=99 SPD=85 END=100 PER=80 LUCK=84 Block agi 98 Spear end 50 Light Armor agi 100 Medium Armor end 100 Blunt Weapon str 30 Heavy Armor end 15 Hand-to-hand spd 32 Speechcraft per 95 Security int 30 Destruction wil 20 Destruction & Conjuration next. Marayn Dren sells the spell Summon Least Bonewalker and Estirdalin sells Fleabite. Use Estirdalin to make one "train Destruction" and one "train Conjuration" spell out of those. Then use these to bring up those two skills 10 steps each. Level 36, train WIL x5, INT x5, LUCK Lvl 36: STR=99 INT=70 WIL=95 AGI=99 SPD=85 END=100 PER=80 LUCK=85 Block agi 98 Spear end 50 Light Armor agi 100 Medium Armor end 100 Blunt Weapon str 30 Heavy Armor end 15 Hand-to-hand spd 32 Speechcraft per 95 Security int 30 Destruction wil 30 Destruction & Conjuration again, but only 8 steps destruction, since you can't get a x5 multiplier. Fill up with 2 steps block - a quick run back to the Vivec rats, or just go outside town to find a monster to train on. Level 37, train WIL x5, INT x5, LUCK Lvl 37: STR=99 INT=75 WIL=99 AGI=99 SPD=85 END=100 PER=80 LUCK=86 Block agi 100 Spear end 50 Light Armor agi 100 Medium Armor end 100 Blunt Weapon str 30 Heavy Armor end 15 Hand-to-hand spd 32 Speechcraft per 95 Security int 30 Destruction wil 38 Next two levels, train Hand-to-hand (Vivec rats) and Conjuration. Level 38-39, train SPD x5, INT x5, LUCK Lvl 39: STR=99 INT=85 WIL=99 AGI=99 SPD=95 END=100 PER=80 LUCK=88 Block agi 100 Spear end 50 Light Armor agi 100 Medium Armor end 100 Blunt Weapon str 30 Heavy Armor end 15 Hand-to-hand spd 52 Speechcraft per 95 Security int 30 Destruction wil 38 Next, another level of Hand-to-hand. Speed can get a x5 multiplier to reach 100, so it's ok to increase that skill 10 steps. Then 10 steps of Mercantile. For Mercantile, I chose to work with Ajira and her "Apprentice's Calcinator". Value 10, Ajira offers 4 or 5 (both buying and selling), so just buy it 1 cheaper and add 2 when selling. If she runs out of money, offer 50 for it and then keep bargaining. Level 40, train SPD x5, PER x5, LUCK Lvl 40: STR=99 INT=85 WIL=99 AGI=99 SPD=100 END=100 PER=85 LUCK=89 Block agi 100 Spear end 50 Light Armor agi 100 Medium Armor end 100 Blunt Weapon str 30 Heavy Armor end 15 Hand-to-hand spd 62 Speechcraft per 95 Security int 30 Destruction wil 38 Now we have only Int and Per to work on, and nothing suitable among Major/Minor skills, so you'll need to use Conjuration and Mercantile to get the x5 multipliers, then Destruction to get the level. Since you still have 5 steps left of Speechcraft, you can use that for lvl 41: Speechcraft +5, Destruction +5, Mercantile +5, Conjuration +10 Level 41, train INT x5, PER x5, LUCK Lvl 41: STR=99 INT=90 WIL=99 AGI=99 SPD=100 END=100 PER=90 LUCK=90 Block agi 100 Spear end 50 Light Armor agi 100 Medium Armor end 100 Blunt Weapon str 30 Heavy Armor end 15 Hand-to-hand spd 62 Speechcraft per 100 Security int 30 Destruction wil 43 And now just Destruction +10, Mercantile +10, Conjuration +10. Level 42, train INT x5, PER x5, LUCK Lvl 42: STR=99 INT=95 WIL=99 AGI=99 SPD=100 END=100 PER=95 LUCK=91 Block agi 100 Spear end 50 Light Armor agi 100 Medium Armor end 100 Blunt Weapon str 30 Heavy Armor end 15 Hand-to-hand spd 62 Speechcraft per 100 Security int 30 Destruction wil 53 And once more, but since you can#t get a x5 multiplier on Int, train Destruction +10, Mercantile +10, Conjuration +8. Level 43, train INT x4, PER x5, LUCK Lvl 43: STR=99 INT=99 WIL=99 AGI=99 SPD=100 END=100 PER=100 LUCK=92 Block agi 100 Spear end 50 Light Armor agi 100 Medium Armor end 100 Blunt Weapon str 30 Heavy Armor end 15 Hand-to-hand spd 62 Speechcraft per 100 Security int 30 Destruction wil 63 Now there's not much more to do. Next 8 levels you put one point on luck, and bring those 99-stats to 100. And after that it's just levels. There's always those +10 hp each level, of course. So pick up the paper and package you got from Gravius. You put that in a crate outside the Mages Guild, remember? Time to start actually _playing_ the game! If you want to train your Security skill (+ Alteration), use Masalinie Merian in Mages Guild to travel to Caldera and buy the spell Fenrick's Doorjam from Medila Indaren. Next, buy a load of Apprentice's Lockpick from Chirranirr in Balmora South Wall Cornerclub. Finally, find a suitable chest and keep locking and unlocking it. For Enchantment, create some items with cheap activation cost and preferably lots of charges. Won't hurt to buy the spells Mark/Recall from the people in Balmora Temple, and Almsivi/Divine Intervention. To make nice Luck potions, use the Mage Guild transport to get to Vivec Mage Guild, buy the four Master's Mortar & Pestle, Retort, Calcinator & Alembic there, plus around 200 Bloat (fortify int). Then Sadrith Mora Guild to buy 200 Corcbulb root (fortify luck). Next back to Balmora where you set a Mark. Use the standard transporter to get to Seyda Neen, then Divine Intervention to get to Pelagiad, where you can buy 200 Ash Yam (fortify int) and Guar Hide (fortify luck). And then cast recall to get back to Balmora. Now make 10 int potions and drink them, then 10 more and drink. Keep going until your int is so high the potions add 1000 int each. Then just use the rest of your herbs on creating loads of int and luck potions. ------------------------------------------------------- CC: Constant-Cost (= multiply cost by five?) ID Name School Cost CC Description 85 Absorb Attribute Myst 2 Transfer stat to self (borrowed!) 88 Absorb Fatigue Myst 4 Transfer fatigue to self 86 Absorb Health Myst 8 Transfer health to self 87 Absorb Magicka Myst 8 Transfer magicka to self 89 Absorb Skill Myst 2 Transfer skill to self (borrowed!) 63 Almsivi Interven. Myst 150 Transport to nearest temple/shrine 47 Blind Illu 1 Blind victim 120 Bound Dagger Conj 2 Summon Daedric dagger Same for Battle Axe, Boots, Curiass, Gloves, Helm, Longbow, Longsword, Mace, Shield, Spear 7 Burden Alte 1 Increase carry weight on victim 50 Calm Creature Illu 1 Reduce creature's attack rating 49 Calm Humanoid Illu 1 Reduce humanoid's attack rating 40 Chameleon Illu 1 Become less visible 44 Charm Illu 5 Make target friendlier 118 Command Creature Conj 15 Creature fights for you 119 Command Humanoid Conj 15 Humanoid fights for you 70 Cure Blight Disea Rest 2000 Cure blight diseases 69 Cure Common Disea Rest 300 Cure common diseases 71 Cure Corprus Dise Rest 2500 Cure corprus diseases 73 Cure Paralyzation Rest 100 Cure paralyzation 72 Cure Poison Rest 100 Cure poison 22 Damage Attribute Dest 8 Lower victim's attribute 25 Damage Fatigue Dest 4 Lower victim's fatigue 23 Damage Health Dest 8 Lower victim's health 24 Damage Magicka Dest 8 Lower victim's magicka 26 Damage Skill Dest 8 Lower victim's skill 54 Demoralize Creatu Illu 1 Increase creature's flee rating 53 Demoralize Humano Myst 1 Increase humanoid's flee rating 64 Detect Animal Myst 0.75 Detect animals 65 Detect Enchantmen Myst 1 Detect enchanted items 66 Detect Key Myst 1 Detect keys 38 Disintegrate Armo Dest 6 Damage equipped armor 37 Disintegrate Weap Dest 6 Damage equipped weapon 57 Dispel Myst 5 Remove spells from victim 62 Divine Interventi Myst 150 Transport to nearest altar/shrine 17 Drain Attribute Dest 1 Lower victim's attribute temp. 20 Drain Fatigue Dest 2 Lower victim's attribute temp. 18 Drain Health Dest 4 Lower victim's health temp. 19 Drain Magicka Dest 4 Lower victim's magicka temp. 21 Drain Skill Dest 1 Lower victim's skill temp. 126 EXTRA SPELL Conj 0 8 Feather Alte 1 Reduce encumbrance 14 Fire Damage Dest 5 Fire damage 4 Fire Shield Alte 3 Ac and fire protection 117 Fortify Attack Rest 1 Raise thac0 79 Fortify Attribute Rest 1 Increase attribute 82 Fortify Fatigue Rest 0.5 Increase fatigue 80 Fortify Health Rest 1 Increase health 81 Fortify Magicka Rest 1 Increase magicka 84 Fortify Max. Magi Rest 4 Increase magicka multiplier 83 Fortify Skill Rest 1 Increase skill 52 Frenzy Creature Illu 1 Increase aggressiveness 51 Frenzy Humanoid Illu 1 Increase aggressiveness 16 Frost Damage Dest 5 Frost damage 6 Frost Shield Alte 3 Ac and frost protection 39 Invisibility Illu 20 Invisibility 9 Jump Alte 3 Increased jump height and distance 10 Levitate Alte 3 Levitate 41 Light Illu 0.2 Illuminate area 5 Lightning Shield Alte 3 Ac and shock protection 12 Lock Alte 2 Lock container/door 60 Mark Myst 350 Set mark for recall spell 43 Night Eye Illu 0.2 Infravision 13 Open Alte 6 Unlock container/door 45 Paralyze Illu 40 Paralyze victim 27 Poison Dest 9 Poison victim 56 Rally Creature Illu 0.2 Decrease creature's flee rating 55 Rally Humanoid Illu 0.2 Decrease humanoid's flee rating 61 Recall Myst 350 Transport to Mark 68 Reflect Myst 10 Reflect spell back at caster 100 Remove Curse Rest 15 Remove a curse 95 Resist Blight Dis Rest 5 Decrease damage from blight disease 94 Resist Common Dis Rest 2 Decrease damage from common disease 96 Resist Corprus Di Rest 5 Decrease damage from corprus disease 90 Resist Fire Rest 2 Decrease damage from fire damage 91 Resist Frost Rest 2 Decrease damage from frost damage 93 Resist Magicka Rest 2 Decrease damage from magic damage 98 Resist Normal Wea Rest 5 Decrease damage from normal weapons 99 Resist Paralysis Rest 0.2 Increase resistance to paralysis 97 Resist Poison Rest 2 Decrease damage from poison 92 Resist Shock Rest 2 Decrease damage from shock 74 Restore Attribute Rest 1 Restore an attribute 77 Restore Fatigue Rest 1 Regain lost fatigue 75 Restore Health Rest 5 25 Regain lost health 76 Restore Magicka Rest 5 Regain lost magicka 78 Restore Skill Rest 1 Regain lost skill 42 Sanctuary Illu 1 Improve dodge chance 3 Shield Alte 2 Increase ac 15 Shock Damage Dest 7 Lightning damage 46 Silence Illu 40 Victim can't cast spells 11 SlowFall Alte 3 Reduce damage from high falls 58 Soultrap Myst 2 Trap a killed victim's soul 48 Sound Illu 3 Lower victim's spell casting chance 67 Spell Absorption Myst 10 Absorb spell and regain magicka 136 Stunted Magicka Dest 1 No magicka regen when sleeping 106 Summon Anc. Ghost Conj 7 Summon ghost to help you in battle 110 Summon Bonelord Conj 25 Summon bonelord 108 Summon Bonewalker Conj 13 Summon bonewalker 134 Summon Ce. Sphere Conj 25 Summon centurion sphere 103 Summon Clannfear Conj 22 Summon clannfear 104 Summon Daedroth Conj 32 Summon daedroth 105 Summon Dremora Conj 28 Summon dremora 114 Summon Flame Atro Conj 23 Summon flame atronach 115 Summon Frost Atro Conj 27 Summon frost atronach 113 Summon Golden Sai Conj 55 Summon golden saint 109 Summon Greater Bo Conj 15 Summon greater bonewalker 112 Summon Hunger Conj 29 Summon hunger 102 Summon Scamp Conj 12 Summon scamp 107 Summon Skeletal M Conj 13 Summon skeletal minion 116 Summon Storm Atro Conj 38 Summon storm atronach 111 Summon Winged Twi Conj 52 Summon winged twilight 135 Sun Damage Dest 1 Damage when outdoors in sun 1 Swift Swim Alte 2 Increase swimming speed 59 Telekinesis Myst 1 Affect items from distance 101 Turn Undead Conj 0.2 Increase undead's flee rating 133 Vampirism Dest 5 Victim becomes a vampire 0 Water Breathing Alte 3 15 Breathe underwater 2 Water Walking Alte 3 Walk on surface of water 33 Weakness to Bligh Dest 4 Extra damage from blight disease 32 Weakness to Commo Dest 2 Extra damage from common disease 34 Weakness to Corpr Dest 4 Extra damage from corprus disease 28 Weakness to Fire Dest 2 Extra damage from fire damage 29 Weakness to Frost Dest 2 Extra damage from frost damage 31 Weakness to Magic Dest 2 Extra damage from magical damage 36 Weakness to N. We Dest 2 Extra damage from normal weapons 35 Weakness to Poiso Dest 2 Extra damage from poison 30 Weakness to Shock Dest 2 Extra damage from shock Lvl Hp Soul Name Eq 1 8 10 Scrib 1 8 10 Scrib, Diseased 1 15 5 Mudcrab 1 15 5 Mudcrab, Diseased 1 23 100 Ancestor Ghost 2 15 10 Slaughterfish, Small 2 23 10 Nix-Hound 2 23 10 Rat (_/diseased/blighted) 0-2 rat meat 2 23 10 Slaughterfish 2 23 15 Kwama, Forager 2 30 8 Kwama, Diseased Worker 2 30 8 Kwama, Worker 3 23 40 Rat, Diseased 3 30 10 Skeleton, Crippled 3 30 20 Alit 3 30 25 Alit, Diseased 3 38 0 Centurion, Spider 3 38 20 Guar 3 38 20 Wild Guar 3 38 30 Skeleton 3 38 30 Skeleton, Archer 3 45 20 Kwama, Warrior 3 45 65 Bonewalker, Lesser 3 90 20 Kagouti, Blighted 4 30 20 Rat, Blighted 4 30 20 Scrib, Blighted 4 45 20 Cliff Racer 4 45 20 Cliff Racer, Diseased 4 45 20 Kagouti 4 45 20 Kagouti, Diseased 4 45 50 Netch, Bull 4 60 75 Bonewalker 5 45 100 Scamp 5 60 75 Dreugh 5 60 100 Ash Slave 5 60 100 Corprus Stalker 5 60 200 Dwarven Spectre 5 75 0 Centurion, Sphere 6 38 30 Shalk 6 38 30 Shalk, Diseased 6 45 15 Kwama, Blighted Forager 6 60 8 Kwama, Blighted Worker 6 68 10 Nix-Hound, Blighted 7 60 30 Kwama, Blighted Warrior 7 75 105 Atronach, Flame 7 80 30 Skeleton, Warrior 7 100 75 Bonewalker, Greater 7 105 25 Alit, Blighted 7 113 100 Clannfear 8 90 20 Cliff Racer, Blighted 8 90 100 Ash Zombie 8 90 100 Bonelord 8 90 160 Corprus, Lame 9 105 138 Atronach, Frost 9 160 100 Dremora 10 80 30 Shalk, Blighted 10 113 75 Netch, Betty 10 150 0 Centurion, Steam 10 150 200 Skeleton, Champion 11 170 165 Ogrim 11 170 250 Hunger 12 180 195 Daedroth 12 280 200 Dremora Lord 15 200 150 Atronach, Storm 15 220 70 Ogrim Titan 15 220 250 Ash Ghoul 15 220 300 Winged Twilight 20 250 400 Golden Saint 25 300 400 Ascended Sleeper 100 3000 1000 Vivec * Enchant skill affects the rate at which charges replenish themselves. * If you knock an NPC down, you can take most of his stuff without actually killing him. * Like-changes from bartering disappear once you say Goodbye, but if you use Persuation after trading, the _change_ will apply, so if you have 99 and feel that last step is hard to get, you can fail trading to get him lower, use Persuation to increase his like and then say Goodbye, adding that increase to your 99, bringing him to 100. * If freeing slaves and there is no key for an area, take the slaves to any area you do have a key for and it will work on them. Example: Arvel plantation slaves can be freed on the Dren plantation with the Dren key. Mortar & Pestle: Needed to combine ingredients into a potion. Retort: Optional. Increases magnitude/duration of positive effects. Calcinator: Optional. Increases magnitude/duration of ALL effects. Alembic: Optional. Decreases magnitude of negative effects. ------------------------------------------------------- Assassins: All have Dark Brotherhood armor and a Carved Ebony Dart 1: Silver Dagger 2: Silver Dagger 3: Iron Spider Dagger 4: Iron Spider Dagger 5: Wild Vipersword 6: Daedric Wakizashi 7: Daedric Wakizashi (2 assassins) 8: Adamantium Jinkblade of Wounds (2 assassins) 9: Adamantium Jinkblade of Wounds (2 assassins) 10: Adamantium Jinkblade of Wounds (2 assassins) ------------------------------------------------------- A standard barrel can hold a total weight of 50 A wooden barrel can hold a total weight of 50 A standard basket can hold a total weight of 50 A standard rectangular sack can hold a total weight of 50 A standard round sack can hold a total weight of 50 A standard urn can hold a total weight of 100 A large urn can hold a total weight of 100 A standard crate can hold a total weight of 200 ------------------------------------------------------- Spells needed: 63 Almsivi Interven. Transport to nearest temple/shrine 62 Divine Interventi Transport to nearest altar/shrine 60 Mark Set mark for recall spell 61 Recall Transport to Mark 70 Cure Blight Disea Cure blight diseases 69 Cure Common Disea Cure common diseases 71 Cure Corprus Dise Cure corprus diseases 100 Remove Curse Remove a curse 12 Lock Lock container/door 13 Open Unlock container/door 74 Restore Attribute Restore an attribute 58 Soultrap Trap a killed victim's soul 113 Summon Golden Saint Summon golden saint 28 Weakness to Fire Extra damage from fire damage 14 Fire Damage Fire damage Spells I want permanent but not always worn: 10 Levitate Levitate 2 Water Walking Walk on surface of water Spells I want permanent but maybe not always worn: 64 Detect Animal Detect animals 65 Detect Enchantmen Detect enchanted items 66 Detect Key Detect keys Spells I want permanent and always worn: 40 Chameleon Become less visible 8 Feather Reduce encumbrance 79 Fortify Attribute Increase attribute 83 Fortify Skill Increase skill 82 Fortify Fatigue Increase fatigue 80 Fortify Health Increase health 81 Fortify Magicka Increase magicka 77 Restore Fatigue Regain lost fatigue 75 Restore Health 25 Regain lost health 76 Restore Magicka Regain lost magicka 39 Invisibility Invisibility 9 Jump Increased jump height and distance 41 Light Illuminate area 43 Night Eye Infravision 11 SlowFall Reduce damage from high falls 67 Spell Absorption Absorb spell and regain magicka 1 Swift Swim Increase swimming speed 59 Telekinesis Affect items from distance 0 Water Breathing 15 Breathe underwater